(svn r12563) -Cleanup: variable scope and a bit of coding style in landscape.cpp

pull/155/head
smatz 16 years ago
parent f5e445a252
commit 21981bca85

@ -72,7 +72,6 @@ SnowLine *_snow_line = NULL;
*/
uint ApplyFoundationToSlope(Foundation f, Slope *s)
{
if (!IsFoundation(f)) return 0;
if (IsLeveledFoundation(f)) {
@ -116,6 +115,13 @@ uint ApplyFoundationToSlope(Foundation f, Slope *s)
}
/**
* Determines height at given coordinate of a slope
* @param x x coordinate
* @param y y coordinate
* @param corners slope to examine
* @return height of given point of given slope
*/
uint GetPartialZ(int x, int y, Slope corners)
{
if (IsHalftileSlope(corners)) {
@ -143,91 +149,99 @@ uint GetPartialZ(int x, int y, Slope corners)
int z = 0;
switch (RemoveHalftileSlope(corners)) {
case SLOPE_W:
if (x - y >= 0)
z = (x - y) >> 1;
break;
case SLOPE_S:
y ^= 0xF;
if ( (x - y) >= 0)
z = (x - y) >> 1;
break;
case SLOPE_SW:
z = (x >> 1) + 1;
break;
case SLOPE_E:
if (y - x >= 0)
z = (y - x) >> 1;
break;
case SLOPE_EW:
case SLOPE_NS:
case SLOPE_ELEVATED:
z = 4;
break;
case SLOPE_SE:
z = (y >> 1) + 1;
break;
case SLOPE_WSE:
z = 8;
y ^= 0xF;
if (x - y < 0)
z += (x - y) >> 1;
break;
case SLOPE_N:
y ^= 0xF;
if (y - x >= 0)
z = (y - x) >> 1;
break;
case SLOPE_NW:
z = (y ^ 0xF) >> 1;
break;
case SLOPE_NWS:
z = 8;
if (x - y < 0)
z += (x - y) >> 1;
break;
case SLOPE_NE:
z = (x ^ 0xF) >> 1;
break;
case SLOPE_ENW:
z = 8;
y ^= 0xF;
if (y - x < 0)
z += (y - x) >> 1;
break;
case SLOPE_SEN:
z = 8;
if (y - x < 0)
z += (y - x) >> 1;
break;
case SLOPE_STEEP_S:
z = 1 + ((x + y) >> 1);
break;
case SLOPE_STEEP_W:
z = 1 + ((x + (y ^ 0xF)) >> 1);
break;
case SLOPE_STEEP_N:
z = 1 + (((x ^ 0xF) + (y ^ 0xF)) >> 1);
break;
case SLOPE_STEEP_E:
z = 1 + (((x ^ 0xF) + y) >> 1);
break;
case SLOPE_W:
if (x - y >= 0) {
z = (x - y) >> 1;
}
break;
case SLOPE_S:
y ^= 0xF;
if ((x - y) >= 0) {
z = (x - y) >> 1;
}
break;
case SLOPE_SW:
z = (x >> 1) + 1;
break;
case SLOPE_E:
if (y - x >= 0) {
z = (y - x) >> 1;
}
break;
case SLOPE_EW:
case SLOPE_NS:
case SLOPE_ELEVATED:
z = 4;
break;
case SLOPE_SE:
z = (y >> 1) + 1;
break;
case SLOPE_WSE:
z = 8;
y ^= 0xF;
if (x - y < 0) {
z += (x - y) >> 1;
}
break;
case SLOPE_N:
y ^= 0xF;
if (y - x >= 0) {
z = (y - x) >> 1;
}
break;
case SLOPE_NW:
z = (y ^ 0xF) >> 1;
break;
case SLOPE_NWS:
z = 8;
if (x - y < 0) {
z += (x - y) >> 1;
}
break;
case SLOPE_NE:
z = (x ^ 0xF) >> 1;
break;
case SLOPE_ENW:
z = 8;
y ^= 0xF;
if (y - x < 0) {
z += (y - x) >> 1;
}
break;
case SLOPE_SEN:
z = 8;
if (y - x < 0) {
z += (y - x) >> 1;
}
break;
case SLOPE_STEEP_S:
z = 1 + ((x + y) >> 1);
break;
case SLOPE_STEEP_W:
z = 1 + ((x + (y ^ 0xF)) >> 1);
break;
case SLOPE_STEEP_N:
z = 1 + (((x ^ 0xF) + (y ^ 0xF)) >> 1);
break;
case SLOPE_STEEP_E:
z = 1 + (((x ^ 0xF) + y) >> 1);
break;
default: break;
}
@ -552,35 +566,29 @@ CommandCost CmdLandscapeClear(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
*/
CommandCost CmdClearArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost ret, money;
CommandCost cost(EXPENSES_CONSTRUCTION);
int ex;
int ey;
int sx, sy;
int x, y;
bool success = false;
if (p1 >= MapSize()) return CMD_ERROR;
/* make sure sx,sy are smaller than ex,ey */
ex = TileX(tile);
ey = TileY(tile);
sx = TileX(p1);
sy = TileY(p1);
int ex = TileX(tile);
int ey = TileY(tile);
int sx = TileX(p1);
int sy = TileY(p1);
if (ex < sx) Swap(ex, sx);
if (ey < sy) Swap(ey, sy);
money.AddCost(GetAvailableMoneyForCommand());
Money money = GetAvailableMoneyForCommand();
CommandCost cost(EXPENSES_CONSTRUCTION);
bool success = false;
for (x = sx; x <= ex; ++x) {
for (y = sy; y <= ey; ++y) {
ret = DoCommand(TileXY(x, y), 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
for (int x = sx; x <= ex; ++x) {
for (int y = sy; y <= ey; ++y) {
CommandCost ret = DoCommand(TileXY(x, y), 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) continue;
success = true;
if (flags & DC_EXEC) {
money.AddCost(-ret.GetCost());
if (ret.GetCost() > 0 && money.GetCost() < 0) {
money -= ret.GetCost();
if (ret.GetCost() > 0 && money < 0) {
_additional_cash_required = ret.GetCost();
return cost;
}
@ -609,13 +617,10 @@ CommandCost CmdClearArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
void RunTileLoop()
{
TileIndex tile;
uint count;
TileIndex tile = _cur_tileloop_tile;
tile = _cur_tileloop_tile;
assert( (tile & ~TILELOOP_ASSERTMASK) == 0);
count = (MapSizeX() / TILELOOP_SIZE) * (MapSizeY() / TILELOOP_SIZE);
assert((tile & ~TILELOOP_ASSERTMASK) == 0);
uint count = (MapSizeX() / TILELOOP_SIZE) * (MapSizeY() / TILELOOP_SIZE);
do {
_tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
@ -624,12 +629,13 @@ void RunTileLoop()
} else {
tile = TILE_MASK(tile - TILELOOP_SIZE * (MapSizeX() / TILELOOP_SIZE - 1) + TileDiffXY(0, TILELOOP_SIZE)); /* x would overflow, also increase y */
}
} while (--count);
assert( (tile & ~TILELOOP_ASSERTMASK) == 0);
} while (--count != 0);
assert((tile & ~TILELOOP_ASSERTMASK) == 0);
tile += 9;
if (tile & TILELOOP_CHKMASK)
if (tile & TILELOOP_CHKMASK) {
tile = (tile + MapSizeX()) & TILELOOP_ASSERTMASK;
}
_cur_tileloop_tile = tile;
}
@ -638,10 +644,10 @@ void InitializeLandscape()
uint maxx = MapMaxX();
uint maxy = MapMaxY();
uint sizex = MapSizeX();
uint x;
uint y;
uint y;
for (y = 0; y < maxy; y++) {
uint x;
for (x = 0; x < maxx; x++) {
MakeClear(sizex * y + x, CLEAR_GRASS, 3);
SetTileHeight(sizex * y + x, 0);
@ -650,49 +656,38 @@ void InitializeLandscape()
}
MakeVoid(sizex * y + x);
}
for (x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
for (uint x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
}
static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4 };
static const byte _genterrain_tbl_2[5] = { 0, 0, 0, 0, 33 };
static void GenerateTerrain(int type, int flag)
static void GenerateTerrain(int type, uint flag)
{
uint32 r;
uint x;
uint y;
uint w;
uint h;
const Sprite* templ;
const byte *p;
Tile* tile;
byte direction;
r = Random();
templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845);
uint32 r = Random();
x = r & MapMaxX();
y = (r >> MapLogX()) & MapMaxY();
const Sprite *templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845);
uint x = r & MapMaxX();
uint y = (r >> MapLogX()) & MapMaxY();
if (x < 2 || y < 2) return;
direction = GB(r, 22, 2);
if (direction & 1) {
w = templ->height;
h = templ->width;
} else {
w = templ->width;
h = templ->height;
}
p = templ->data;
DiagDirection direction = (DiagDirection)GB(r, 22, 2);
uint w = templ->width;
uint h = templ->height;
if (DiagDirToAxis(direction) == AXIS_Y) Swap(w, h);
const byte *p = templ->data;
if (flag & 4) {
if ((flag & 4) != 0) {
uint xw = x * MapSizeY();
uint yw = y * MapSizeX();
uint bias = (MapSizeX() + MapSizeY()) * 16;
switch (flag & 3) {
default: NOT_REACHED();
case 0:
if (xw + yw > MapSize() - bias) return;
break;
@ -714,15 +709,15 @@ static void GenerateTerrain(int type, int flag)
if (x + w >= MapMaxX() - 1) return;
if (y + h >= MapMaxY() - 1) return;
tile = &_m[TileXY(x, y)];
Tile *tile = &_m[TileXY(x, y)];
switch (direction) {
case 0:
default: NOT_REACHED();
case DIAGDIR_NE:
do {
Tile* tile_cur = tile;
uint w_cur;
Tile *tile_cur = tile;
for (w_cur = w; w_cur != 0; --w_cur) {
for (uint w_cur = w; w_cur != 0; --w_cur) {
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
p++;
tile_cur++;
@ -731,27 +726,25 @@ static void GenerateTerrain(int type, int flag)
} while (--h != 0);
break;
case 1:
case DIAGDIR_SE:
do {
Tile* tile_cur = tile;
uint h_cur;
Tile *tile_cur = tile;
for (h_cur = h; h_cur != 0; --h_cur) {
for (uint h_cur = h; h_cur != 0; --h_cur) {
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
p++;
tile_cur += TileDiffXY(0, 1);
}
tile++;
tile += TileDiffXY(1, 0);
} while (--w != 0);
break;
case 2:
case DIAGDIR_SW:
tile += TileDiffXY(w - 1, 0);
do {
Tile* tile_cur = tile;
uint w_cur;
Tile *tile_cur = tile;
for (w_cur = w; w_cur != 0; --w_cur) {
for (uint w_cur = w; w_cur != 0; --w_cur) {
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
p++;
tile_cur--;
@ -760,18 +753,17 @@ static void GenerateTerrain(int type, int flag)
} while (--h != 0);
break;
case 3:
case DIAGDIR_NW:
tile += TileDiffXY(0, h - 1);
do {
Tile* tile_cur = tile;
uint h_cur;
Tile *tile_cur = tile;
for (h_cur = h; h_cur != 0; --h_cur) {
for (uint h_cur = h; h_cur != 0; --h_cur) {
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
p++;
tile_cur -= TileDiffXY(0, 1);
}
tile++;
tile += TileDiffXY(1, 0);
} while (--w != 0);
break;
}
@ -782,12 +774,10 @@ static void GenerateTerrain(int type, int flag)
static void CreateDesertOrRainForest()
{
TileIndex tile;
TileIndex update_freq = MapSize() / 4;
const TileIndexDiffC *data;
uint i;
for (tile = 0; tile != MapSize(); ++tile) {
for (TileIndex tile = 0; tile != MapSize(); ++tile) {
if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
for (data = _make_desert_or_rainforest_data;
@ -799,13 +789,13 @@ static void CreateDesertOrRainForest()
SetTropicZone(tile, TROPICZONE_DESERT);
}
for (i = 0; i != 256; i++) {
for (uint i = 0; i != 256; i++) {
if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
RunTileLoop();
}
for (tile = 0; tile != MapSize(); ++tile) {
for (TileIndex tile = 0; tile != MapSize(); ++tile) {
if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
for (data = _make_desert_or_rainforest_data;
@ -820,10 +810,7 @@ static void CreateDesertOrRainForest()
void GenerateLandscape(byte mode)
{
const int gwp_desert_amount = 4 + 8;
uint i;
uint flag;
uint32 r;
static const int gwp_desert_amount = 4 + 8;
if (mode == GW_HEIGHTMAP) {
SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_TROPIC) ? 1 + gwp_desert_amount : 1);
@ -834,54 +821,58 @@ void GenerateLandscape(byte mode)
GenerateTerrainPerlin();
} else {
switch (_opt.landscape) {
case LT_ARCTIC:
case LT_ARCTIC: {
SetGeneratingWorldProgress(GWP_LANDSCAPE, 2);
for (i = ScaleByMapSize((Random() & 0x7F) + 950); i != 0; --i) {
uint32 r = Random();
for (uint i = ScaleByMapSize(GB(r, 0, 7) + 950); i != 0; --i) {
GenerateTerrain(2, 0);
}
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
r = Random();
flag = GB(r, 0, 2) | 4;
for (i = ScaleByMapSize(GB(r, 16, 7) + 450); i != 0; --i) {
uint flag = GB(r, 7, 2) | 4;
for (uint i = ScaleByMapSize(GB(r, 9, 7) + 450); i != 0; --i) {
GenerateTerrain(4, flag);
}
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
break;
} break;
case LT_TROPIC:
case LT_TROPIC: {
SetGeneratingWorldProgress(GWP_LANDSCAPE, 3 + gwp_desert_amount);
for (i = ScaleByMapSize((Random() & 0x7F) + 170); i != 0; --i) {
uint32 r = Random();
for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) {
GenerateTerrain(0, 0);
}
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
r = Random();
flag = GB(r, 0, 2) | 4;
for (i = ScaleByMapSize(GB(r, 16, 8) + 1700); i != 0; --i) {
uint flag = GB(r, 7, 2) | 4;
for (uint i = ScaleByMapSize(GB(r, 9, 8) + 1700); i != 0; --i) {
GenerateTerrain(0, flag);
}
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
flag ^= 2;
for (i = ScaleByMapSize((Random() & 0x7F) + 410); i != 0; --i) {
for (uint i = ScaleByMapSize(GB(r, 17, 7) + 410); i != 0; --i) {
GenerateTerrain(3, flag);
}
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
break;
} break;
default:
default: {
SetGeneratingWorldProgress(GWP_LANDSCAPE, 1);
i = ScaleByMapSize((Random() & 0x7F) + (3 - _opt.diff.quantity_sea_lakes) * 256 + 100);
uint32 r = Random();
uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _opt.diff.quantity_sea_lakes) * 256 + 100);
for (; i != 0; --i) {
GenerateTerrain(_opt.diff.terrain_type, 0);
}
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
break;
} break;
}
}

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